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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: TF Emp Grenade.
//
//=============================================================================//
#ifndef TF_WEAPON_GRENADE_EMP_H
#define TF_WEAPON_GRENADE_EMP_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase_grenade.h"
#include "tf_weaponbase_grenadeproj.h"
// Client specific.
#ifdef CLIENT_DLL
#define CTFGrenadeEmp C_TFGrenadeEmp
#endif
//=============================================================================
//
// TF Emp Grenade
//
class CTFGrenadeEmp : public CTFWeaponBaseGrenade
{
public:
DECLARE_CLASS( CTFGrenadeEmp, CTFWeaponBaseGrenade );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
// DECLARE_ACTTABLE();
CTFGrenadeEmp() {}
// Unique identifier.
virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_EMP; }
// Server specific.
#ifdef GAME_DLL
DECLARE_DATADESC();
virtual CTFWeaponBaseGrenadeProj *EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags = 0 );
#endif
CTFGrenadeEmp( const CTFGrenadeEmp & ) {}
};
//=============================================================================
//
// TF Emp Grenade Projectile (Server specific.)
//
#ifdef GAME_DLL
class CTFGrenadeEmpProjectile : public CTFWeaponBaseGrenadeProj
{
public:
DECLARE_CLASS( CTFGrenadeEmpProjectile, CTFWeaponBaseGrenadeProj );
// Unique identifier.
virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_EMP; }
// Creation.
static CTFGrenadeEmpProjectile *Create( const Vector &position, const QAngle &angles, const Vector &velocity,
const AngularImpulse &angVelocity, CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, float timer, int iFlags = 0 );
// Overrides.
virtual void Spawn();
virtual void Precache();
virtual void BounceSound( void );
virtual void Detonate();
void DetonateThink( void );
DECLARE_DATADESC();
private:
bool m_bPlayedLeadIn;
};
#endif
#endif // TF_WEAPON_GRENADE_EMP_H
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